Recent Blogs Posts

Recently, I've been working on two different Starfinder games, one I'll be running live on Discord and one here on The Tangled Web. As I've been prepping those games, I've been thinking about the differences in Dming those styles of tabletop playing. The following are just my thoughts on how those formats of playing differ and how they're similar.

Collected here are some rulings that I feel might make it possible to convert Pendragon rules to fit feudal Japan circa ~1600 AD.
Weapons and Skills will likely be the most difficult to cover, so they will get their own post, as will equipment and horses.

Universal alterations (those that may take effect regardless of the Japanese nature of the game or not):

Critical Hits:

When a pair of critical hits would normally tie, a sword breaks a non-sword only when

First off, I know this may be controversial to say the least. There are a number of you that despise the traditional 9 alignment system in it's griddy/ wheely glory. I understand that you feel that it's limiting player choice, etc. But that's not what this post is about. This post is about DM Alignment.

I am of the opinion that different Dungeon masters are of different alignment, but it of course it
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And we're back with the next part! Before reading this though, make sure that you've read through Part 01 first, otherwise this may all seem like a bunch of gibberish. Here, we'll be adding mountains, rivers, and the sort, so let's get right to it!

Mountains

As with the previous parts, you're going to need a texture for the mountains. You can go with whatever you want, but I tend towards a mossy gray. For my mountains,
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